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How do I adjust Boba Fett's Jet Pack effect? [Solved]

Posted: Thu Aug 19, 2010 4:59 pm
by Jendo7
I've made a side with Boba Fett but don't know what the right odf script is, to move the jett effect to it's right position under the booster's.

Thanks.

Re: Boba Fett's Jet Pack

Posted: Thu Aug 19, 2010 5:12 pm
by skelltor
You have to edit his jetpack effect to have it be in the right place.

Re: Boba Fett's Jet Pack

Posted: Thu Aug 19, 2010 5:20 pm
by Jendo7
Do you know what numbers to change in the effect, because I'm not really sure.

Nevermind, I'll have a look at the rep jet effect to see if that is different. Thanks.

Re: Boba Fett's Jet Pack

Posted: Thu Aug 19, 2010 5:27 pm
by AQT
Replace everything in the .fx file with this:
Hidden/Spoiler:
[code]ParticleEmitter("JetExhaustBlur")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0400, 0.0400);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,-1.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.6000,-0.6000);
PositionY(-0.2100,-0.2100);
PositionZ(-0.1500,0.1500);
}
PositionScale(0.0000,0.0000);
VelocityScale(20.0000,20.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2000, 0.3000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 64.0000, 64.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1500);
Position()
{
LifeTime(0.0500)
}
Size(0)
{
LifeTime(0.0100)
Scale(1.5000);
Next()
{
LifeTime(0.1000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(0.1500)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("BLUR");
BlurValue(0.0500);
BlurRes(0.0000);
Type("PARTICLE");
Texture("com_sfx_waterspray3");
}
ParticleEmitter("JetExhaust")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0050, 0.0050);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,-1.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.2400,-0.2400);
PositionY(-0.2100,-0.2100);
PositionZ(0.2500,0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(10.0000,10.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 200.0000, 200.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.0750);
Position()
{
LifeTime(0.0750)
}
Size(0)
{
LifeTime(0.0100)
Scale(1.5000);
Next()
{
LifeTime(0.0650)
Scale(0.0000);
}
}
Color(0)
{
LifeTime(0.0750)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames1");
}
ParticleEmitter("Flare")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.2400,-0.2400);
PositionY(-0.2100,-0.2100);
PositionZ(0.2500,0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.3000, 0.3000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 32.0000, 32.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
}
Color(0)
{
LifeTime(0.1000)
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
ParticleEmitter("JetExhaust")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0050, 0.0050);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,-1.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.2400,-0.2400);
PositionY(-0.2100,-0.2100);
PositionZ(-0.2500,-0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(10.0000,10.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 200.0000, 200.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.0750);
Position()
{
LifeTime(0.0750)
}
Size(0)
{
LifeTime(0.0100)
Scale(1.5000);
Next()
{
LifeTime(0.0650)
Scale(0.0000);
}
}
Color(0)
{
LifeTime(0.0750)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames1");
}
ParticleEmitter("Flare")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.2400,-0.2400);
PositionY(-0.2100,-0.2100);
PositionZ(-0.2500,-0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.3000, 0.3000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 32.0000, 32.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
}
Color(0)
{
LifeTime(0.1000)
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
}
}
}
}
}
[/code]
Credits to Repsharpshooter for the fixed effect. :)

Re: Boba Fett's Jet Pack

Posted: Thu Aug 19, 2010 5:30 pm
by Jendo7
Thanks AQT, I'll make sure I credit Rep :D

Re: How do I adjust Boba Fett's Jet Pack effect? [Solved]

Posted: Thu Aug 19, 2010 6:34 pm
by AceMastermind
If you wanted to fix the position yourself then all you need to do is adjust the Offsets under Spawner for both "JetExhaust" Particle Emitters then you wouldn't need to credit anyone. :)

Re: How do I adjust Boba Fett's Jet Pack effect? [Solved]

Posted: Fri Aug 20, 2010 5:22 am
by Jendo7
Thanks Ace, I'll have a go.